Card game

ABSTRACT

One example embodiment includes a card set for playing a racing game. The card set includes a car card, where the car card represents the car to be used in the racing game. The card set also includes a fuel card, where the fuel card represents fuel to more the car throughout the racing game.

CROSS-REFERENCE TO RELATED APPLICATIONS

Not applicable.

BACKGROUND OF THE INVENTION

Games are an important activity for both children and adults. Games help stimulate our brains and intellect. They help us become more flexible in our thinking and help us to be more effective and creative in solving problems.

In addition, games serve an important social function. They allow us to spend more time with others. They can also help our social skills and teach us to work with one another.

BRIEF SUMMARY OF SOME EXAMPLE EMBODIMENTS

This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential characteristics of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.

One example embodiment includes a card set for playing a racing game. The card set includes a car card, where the car card represents the car to be used in the racing game. The card set also includes a fuel card, where the fuel card represents fuel to more the car throughout the racing game.

Another example embodiment includes a card set for playing a racing game. The card set includes a car card, where the car card represents the car to be used in the racing game. The card set also includes a fuel card, where the fuel card represents fuel to more the car throughout the racing game. The card set further includes an upgrade card, where the upgrade card allows an upgrade to the car. The card set additionally includes a race card, where the race card indicates the race conditions.

Another example embodiment includes a card set for playing a racing game. The card set includes a car card, where the car card represents the car to be used in the racing game. The card set also includes a fuel card, where the fuel card represents fuel to more the car throughout the racing game. The card set further includes an upgrade card, where the upgrade card allows an upgrade to the car. The card set additionally includes a race card, where the race card indicates the race conditions. The card set also includes a trick card. The trick card indicates one of a special ability or a race condition.

These and other objects and features of the present invention will become more fully apparent from the following description and appended claims, or may be learned by the practice of the invention as set forth hereinafter.

BRIEF DESCRIPTION OF THE DRAWINGS

To further clarify various aspects of some example embodiments of the present invention, a more particular description of the invention will be rendered by reference to specific embodiments thereof which are illustrated in the appended drawings. It is appreciated that these drawings depict only illustrated embodiments of the invention and are therefore not to be considered limiting of its scope. The invention will be described and explained with additional specificity and detail through the use of the accompanying drawings in which:

FIG. 1 illustrates a car card for use in a game;

FIG. 2 illustrates an example of an upgrade card for use in a game;

FIG. 3 illustrates an example of a race card that can be used in a game;

FIG. 4 illustrates an example of a trick card;

FIG. 5A illustrates a front view of the example of a fuel card;

FIG. 5B illustrates a rear view of the example of a fuel card;

FIG. 6 is a flowchart illustrating a method of setting-up a game;

FIG. 7 is a flowchart illustrating an example of a method of game play; and

FIG. 8 illustrates an example of a suitable computing environment in which the invention may be implemented.

DETAILED DESCRIPTION OF SOME EXAMPLE EMBODIMENTS

Reference will now be made to the figures wherein like structures will be provided with like reference designations. It is understood that the figures are diagrammatic and schematic representations of some embodiments of the invention, and are not limiting of the present invention, nor are they necessarily drawn to scale.

FIG. 1 illustrates a car card 100 for use in a game. In at least one implementation, the car card 100 illustrates the type of vehicle used by the player during the game. A player is only required to have the vehicle he or she wishes to race in card form. Additionally or alternatively, a player may use a die cast model of the vehicle used in the race. If the player does so, including all police cars, that player is allowed 1 extra fuel card use per checkpoint, as described below.

FIG. 1 shows that the car card 100 can include an illustration 102. In at least one implementation the illustration 102 can include a representation of the described vehicle. I.e., the illustration 102 can represent features of the vehicle being used. For example, more aerodynamic vehicles can be shown as racing cars, whereas heavier off-road vehicles can be shown as trucks or SUVs.

FIG. 1 also shows that the car card 100 can include a name 104. In at least one implementation, the name is the name of the vehicle. For example, the name can include the type of vehicle represented, such as car, truck, SUV, motorcycle, etc. Additionally or alternatively, the name can include a name given to the car such as “Manta”, “Blue Tail”, “Stomper”, “Brood”, “Duces”, “Copperhead”, “Tomahawk”, “Piranha”, “Rattler”, “Panther”, “Dolphin”, “Sidewinder”, “Seraph”, “Excalibur”, “Diamondback”, “Raptor”, “Orca” or “Phoenix”.

FIG. 1 further shows that the car card 100 can include a model 106. In at least one implementation, the model 106 can include the company making the vehicle. For example, each company that makes and sells the car card 100 can be listed as the model. Additionally or alternatively, a company can make multiple models 106, each of which has a different name.

FIG. 1 additionally shows that the car card 100 can include a year 108. In at least one implementation, the year 108 can indicate the year that the car card 100 was produced. Additionally or alternatively, the year 108 can indicate the release date of the car, the model, the car card 100 or any other desired time information.

FIG. 1 also shows that the car card 100 can include a racing ability (RA) 110. In at least one implementation, the racing ability 110 can indicate how well the car performs in a race. For example, the racing ability can include integers between 0 and 5. E.g., a street sedan not made for racing can have a racing ability 110 of 0. In contrast, a car that has special qualities built into the car for racing can have a racing ability 110 of 5. The racing ability 110 can also be a bonus given to the tally roll for each car at a checkpoint, as described below.

FIG. 1 further shows that the car card 100 can include one or more fuel upgrades 112. In at least one implementation, the one or more fuel upgrades 112 can allow a player to use extra fuel cards when desired. For example, the one or more fuel upgrades 112 can include Turbo, Bore, Chipsets, Nitrous or any other desired fuel upgrade. E.g., bore and/or turbo can allow players to use from +1 to +3 extra fuel cards respective of their bonus. The player may be limited in the number of bore or turbo upgrades. For example, a car may be allowed one or the other of this type of fuel upgrades 112 to use during a race. Additionally or alternatively, chipset can allow a user to use an extra +1 or +2 fuel cards respective of their bonus. Additionally or alternatively, nitrous can allow a player to use the Nitro Trick cards during a race. The nitrous fuel upgrade 112 can be affected by tricks cards, but can be considered undetectable during a hood check, as described below.

FIG. 2 illustrates an example of an upgrade card 200 for use in a game. In at least one implementation, only one type of any upgrade can be used during any race. In particular, the upgrade card 200 represents upgrades that will be applied during the race, as described below. For example, the upgrade card 200 can include racing or other benefits which can increase the player's score when played.

FIG. 2 shows that the upgrade card 200 can include an illustration 202 of the upgrade. In at least one implementation, the illustration 202 can include a car part or device. In particular, the illustration 202 can show the part or device which will be upgraded by the use of the upgrade card 200. For example, the illustration 202 can include tires, mufflers, engines, suspensions or any other desired part.

FIG. 2 also shows that the card 200 can include an upgrade type 204. In at least one implementation, the type 204 can include the category under which the upgrade falls. For example, the type 204 can include mechanical, fuel upgrade or any other category of upgrade.

FIG. 2 further shows that the upgrade card 200 can include a title 206. In at least one implementation, the title 206 can include the name of the upgrade. I.e., the title 206 can indicate the upgrade. For example, mechanical upgrades can include engine, transmission, tires, suspension, exhaust, and weight reduction. Fuel upgrades can include bore, turbo, nitrous and chipset as described above. Upgrades of these types add to the total tally at the end of a checkpoint and must be placed under a car card at the start of the race.

FIG. 2 additionally shows that the upgrade card 200 can include a bonus 208. In at least one implementation, each upgrade card 200 will raise the total of the tally the amount of the bonus 208. For example, the bonus 208 can be an integer between +1 and +3.

FIG. 3 illustrates an example of a race card 300 that can be used in a game. In at least one implementation, the game can include different races. For example, the races can differ in length, difficulty, location, terrain or any other desired race characteristic. If so desired, all the players must have the same race cards 300 in order to compete. I.e., having the right race card 300 proves that the racer knows where the race is at.

FIG. 3 shows that the race card 300 can include an illustration 302 of the race. In at least one implementation, the illustration 302 can include a portion or landmark that is visible in the race. Additionally or alternatively, the illustration 302 can include a map which will be followed during the race.

FIG. 3 also shows that the race card 300 can include the name 304 of the race. The name can be descriptive, can be the name of the course, can include other information or can be some combination thereof. For example, the name 304 can include “Back Road”, “Back Road With Tracks”, “City Streets”, “City Streets With Bridge”, “Highway”, “Inland Port”, “Looping The Pit”, “Cowboy Express”, “Bored In Iowa”, “Rim Of Atlanta”, “New York To Los Angeles”, “Beach Bum”, “China Road”, “Race For The Crown”, “European Tour”, “Getting Hotter” or any other desired name 304.

FIG. 3 further shows that the race card 300 can include the race type 306. In at least one implementation, the race type 306 can prescribe the rules which will be followed during the game. I.e., different rules can apply to different races. For example, the race type 306 can include drag, circuit and cannonball runs. Drag races can include quarter mile runs that put the quick on finishing. Circuit races can include runs around the streets of cities. Cannonball runs can include cross-country street races.

FIG. 3 additionally shows that the race card 300 can include a hazard rating (HR) 308. In at least one implementation, a hazard rating 308 can indicate dangers within the race. For example, the hazard rating 308 can indicate a minimum score for the player to remain in the race, as described below. Additionally or alternatively, the hazard rating 308 can indicate one or more conditions that must be applied from a trick card, as described below.

FIG. 3 also shows that the race card 300 can include a check point number 310. In at least one implementation, the check point number 310 can include the number of tallies during the game, as described below. I.e., the check point number 310 can include the number of “stops” at which a score is computed and a minimum score is required for the player to proceed.

FIG. 4 illustrates an example of a trick card 400. In at least one implementation, the trick card 400 can indicate special abilities or race conditions. For example, the trick card 400 can indicate obstacles that will harm other racers or benefits which will benefit the current player. In particular, the trick card 400 can be used to target a single player or group of players.

FIG. 4 shows that the trick card 400 can include an illustration 402. In at least one implementation, the illustration 402 can display the race condition which will be triggered by the trick card 400. For example, if the trick is a police blockade, the illustration can show a police blockade.

FIG. 4 also shows that the trick card 400 can include a fuel cost 404. In at least one implementation, the fuel cost 404 can indicate the amount of fuel required to perform the trick. I.e., the player must have sufficient fuel to power the trick that he or she wishes to use.

FIG. 4 further shows that the trick card 400 can include the trick type 406. In at least one implementation, the trick type 406 can include the race action initiated the by the trick card. For example, the trick type 406 can include the names and effects shown in table 1.

TABLE 1 Type: Effect of card: Ace in the hole Player can ignore the effects of any other one trick card Heavy GPS Player is not affected by traffic or wreck cards until the end of current check point Big Red Hammer Allows player to hood check one opponent and eliminate one upgrade of the car until the end of the race Caltrops Affects all players that play after is used raises all HRs by 5 until the end of current check point Bump Affects the player that just played their turn add an extra 3 to that player's HR Drafting Affects the player before you at the end of a check point allows the player to finish before the player was played against, Raised Drawbridge Can only be played when a drawbridge is part of a race raises the HR by 4 until the end of current check point Flat tire Drag race: target of card lose race circuit: player is in last place until the end of current check point cannonball: loses tire upgrade until the end of current check point Heavy fog Raises the HR by 12 until the end of current check point Heavy nitrous Allows player to untap 3 fuel cards Heavy police blockade Raises the HR by 10 until the end of current check point Heavy police pursuit Raises the HR by 7 until the end of current check point Heavy rain Raises the HR by 6 until the end of current check point Heavy snow This raises the HR by 10 until the end of current check point Heavy speed trap Raises an HR by 6 until the end of current check point if player fails the HR, they have a heavy police pursuit for the next check point, HR +7 Heavy traffic Raises the HR by 6 until the end of current check point Heavy wreck Raises the HR by 12 until the end of current check point Light fog Raises the HR by 4 until the end of current check point Light nitrous Allows a player to untap 2 fuel cards Light police blockade Raises the HR by 4 until the end of current check point Light police pursuit Raises the HR by 3 until the end of current check point Light rain Raises the HR by 2 until the end of current check point Light snow Raises the HR by 4 until the end of current check point Light speed trap Raises the HR by 3 until the end of current check point if a player fails the HR, they will be affected by a light police pursuit during the next check point, HR +3 Light wreck Raises the HR by 6 until the end of current check point Moderate fog Raises the HR by 6 until the end of current check point Moderate police Raises the HR by 7 until the end of current check point blockade Moderate police Raises the HR by 5 until the end of current check point pursuit Moderate rain Raises the HR by 4 until the end of current check point Moderate snow Raises the HR by 7 until the end of current check point Moderate speed trap Raises the HR by 4 until the end of current check point if player fails the HR, they will have a moderate police pursuit during the next check point, HR +5 Moderate traffic Raises the HR by 4 until the end of current check point Light traffic Raises the HR by 2 until the end of current check point Moderate wreck Raises the HR by 9 until the end of current check point Monkey wrench Allows player to fix one upgrade that has been damaged Pit maneuver Affects the player before you in a round that player's HR will raise by 5 until the end of current check point Police chopper Causes all police actions during a check point to affect one player Radar detector Allows player to avoid all speed trap cards until the end of current check point, Road construction Drag and Circuit: Must be played during the first checkpoint. Affect all checkpoints and causes the HR to be raised by 10. Cannonball: Can be played during any checkpoint and raises the HR by 7 until the end of the checkpoint. Scanner Allows player to avoid all police actions until the end of Simple GPS current check point Allows player to avoid all traffic cards until the end of current check point Spike strip Can only be played when a police card is in play flat tires to all players who miss their HR Stole a cop car, HA#1 Ra: 1 - see rules for rest of abilities that govern this card Stole a cop car, HA#2 Ra: 3 - see rules for rest of abilities that govern this card Stole a cop car, HA#3 Ra: 4 - see rules for rest of abilities that govern this card, Train tracks Can only be played if there are train tracks on the race card raises the HR by 7 until the end of current check point

In at least one implementation, some trick cards 400 can be used at any time. Additionally or alternatively, some trick cards 400 can only be used at certain times in a round. Players may be only allowed 4 of any one type of trick card 400 in their play decks. That means that if a racer wants to use a heavy police pursuit during a race, he or she can only have up to 4 of that card in his or her play deck.

FIGS. 5A and 5B illustrate an example of a fuel card 500. FIG. 5A illustrates a front view of the example of a fuel card 500; and FIG. 5B illustrates a rear view of the example of a fuel card 500. In at least one implementation, fuel cards 500 can be the power of the game. In particular, they can be used to power tricks and add that extra power needed when determining a leader at the end of a checkpoint. Once the round is done and the winner of the round is determined, then all the players untap their fuel cards and start the next round of play.

In at least one implementation, a player is allowed to have up to 5 fuel cards plus any boosted fuel choices at any time. In particular, no player is able to have more than 11 fuel cards in play at any time. The 11 fuel cards can include the standard 5 plus 3 for Bore or Turbo plus a possible 2 for chipset and 1 for having a die cast model of the car.

FIG. 6 is a flowchart illustrating a method 600 of setting-up a game. In at least one implementation, the game can be played with the cards of FIGS. 1-5. Therefore, the method 600 will be described, exemplarily, with reference to the cards of FIGS. 1-5. Nevertheless, one of skill in the art can appreciate that the method 600 can be used with cards other than the cards of FIGS. 1-5.

FIG. 6 shows that the method 600 can include each of the players preparing 602 a game deck. In at least one implementation, each player is responsible for preparing 602 his or her own play deck. For example, a play deck can be allowed to have no less than 30 cards and no more than 40 cards in it. Additionally or alternatively, a play deck can have four of any one type of trick card in it. Trick cards are the only cards used in play decks. These cards are going to be used during game play before tallies are added together and the dice are rolled.

FIG. 6 also shows that the method 600 can include each of the players placing 604 his or her game pieces. For example, each of the players can place 604 his or her car somewhere in front of them. Additionally or alternatively, all upgrades that are going to be used in the race can be placed under the car card. Further, a player can lay out all the fuel cards that the car can have, ready to be used.

FIG. 6 further shows that the method 600 can include each player shuffling 606 his or her game deck and drawing five cards. In at least one implementation, shuffling 606 the game deck can ensure that the player selects cards at random. I.e., the players are not allowed to select which of the cards he/she will use, instead the cards should be chosen at random.

FIG. 6 additionally shows that each of the players can roll 608 a 6-sided die. In at least one implementation, the results can be used to determine which of the players will begin. For example, the player with the highest roll or the lowest roll can begin the round first. If two or more players tie, then those players can roll their die until there is only one winner or some other tie breaker can be used.

One skilled in the art will appreciate that, for this and other processes and methods disclosed herein, the functions performed in the processes and methods may be implemented in differing order. Furthermore, the outlined steps and operations are only provided as examples, and some of the steps and operations may be optional, combined into fewer steps and operations, or expanded into additional steps and operations without detracting from the essence of the disclosed embodiments.

FIG. 7 is a flowchart illustrating an example of a method 700 of game play. In at least one implementation, the method 700 can be used to play a racing game. For example, the method 700 can be played using the set-up accomplished using the method 600 of FIG. 6.

FIG. 7 shows that the method 700 can include the player playing 702 any card in their hand. In at least one implementation, the player can play 702 any desired card, as long as the player has sufficient fuel for the card. I.e., the player is free to choose any card, so long as he/she has enough fuel for the card. The player may be limited to playing 702 one card per turn. Additionally or alternatively, the player can be allowed to play as many cards as they have fuel for. If a player uses all five of their cards in their hand they can draw five more cards to play.

In at least one implementation, the card can include a Stole a Cop Car, HA card. This card has very special effects as follow: 1) Can't be used during a drag race; 2) Can only be used when a player fails to overcome the HR during a round that Police action was played; 3) Has its own RA and the new RA are used instead of the car that got caught; 4) There are three types of this card: Stole a Cop Car, Ha #1 can be used to replace cars with a 0-1 RA, Stole a Cop Car, Ha #2 can be used to replace a car with a 2-3 RA, Stole a Cop Card, Ha #3 can replace a car with a 4-5 RA; 5) All upgrades, except nitrous, that were on the original car are used with the Cop car; and 6) Cop cars are not affected by any Police cards and can avoid all light and moderate traffic cards.

FIG. 7 also shows that the method 700 can include the player discarding 704 one card. In at least one implementation, the discarded card is not played by the player and does not benefit the user. If a player discards their last card in their hand, they may not draw 5 more trick cards during the current turn.

FIG. 7 further shows that the method 700 can include play moving 706 to the next player. For example, play can move 706 clockwise, counterclockwise, to the right, to the left or in any other desired order. Once play has moved 706, the next player follows the same method until all players have played for that round. In at least one implementation, each player can play a trick card at any time before the tally dice are rolled, so if they need to counter a trick with another trick, they can do it if they have the fuel for it.

FIG. 7 additionally shows that the method 700 can include determining 708 a winner. In at least one implementation, determining 708 a winner can depend on the winning conditions for the race. I.e., different races can have different winning conditions that is unique to the user. For example, the winning conditions for drag races can include each of the players add up all their tallies, as described below. The player with the highest score wins. If two or more players have the same total at the end of the race, then the race is ruled as a tie. If a car is wrecked or stopped during a street race, they lose.

Additionally or alternatively, the winning conditions for races with more than one checkpoint can include each checkpoint counting as a new round, with each round following the same rules the same as a drag racing. At the end of each round, the highest tally score takes the lead and all players untap all used fuel and refill their hand up to five cards. This is done for each checkpoint until all checkpoints are finalized. The leader of the last checkpoint gets a plus 1 to their next tally. If two or more racers have the same tally, then all the racers that tied for first place of the checkpoint get a plus 1 to their next tally. For example, cannonball runs have more than one checkpoint. The finish line is considered to be the last checkpoint. For example, if a race has 2 checkpoints, that means that there will be 2 rounds, with the second checkpoint being the finish line. The highest tally of the players on the last checkpoint wins the race. All tallies that come up being the same are considered tie. Remember, if all racers are eliminated during the race, no one wins.

In at least one implementation, the tallies of each player can be calculated by adding the integer value of each of the cards played during the round. For example, the values can include the RA of the vehicle, the upgrade bonus of each upgrade played and 1 point for each remaining fuel card. Additionally or alternatively, the players can roll one or more dice, the results of which are added to the total.

In at least one implementation, the players can race for “pink slips.” There may be conditions to this rule. For example, no player can be forced into racing for pinks. Additionally or alternatively, any players racing for pinks can do a hood check. This allows the player to see in advance what he or she is up against. I.e., the player can look at all the upgrades on the opponent's car. Additionally or alternatively, a player can back out of the race before the race starts. Additionally or alternatively, the winner of the race is entitled to take the other player's car and all upgrades that were used during the race. If the race ends in a tie, no one wins.

FIG. 8, and the following discussion, is intended to provide a brief, general description of a suitable computing environment in which the invention may be implemented. Although not required, the invention will be described in the general context of computer-executable instructions, such as program modules, being executed by computers in network environments. Generally, program modules include routines, programs, objects, components, data structures, etc. that performs particular tasks or implement particular abstract data types. Computer-executable instructions, associated data structures, and program modules represent examples of the program code means for executing steps of the methods disclosed herein. The particular sequence of such executable instructions or associated data structures represents examples of corresponding acts for implementing the functions described in such steps.

One skilled in the art will appreciate that the invention may be practiced in network computing environments with many types of computer system configurations, including personal computers, hand-held devices, mobile phones, multi-processor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like. The invention may also be practiced in distributed computing environments where tasks are performed by local and remote processing devices that are linked (either by hardwired links, wireless links, or by a combination of hardwired or wireless links) through a communications network. In a distributed computing environment, program modules may be located in both local and remote memory storage devices.

With reference to FIG. 8, an example system for implementing the invention includes a general purpose computing device in the form of a conventional computer 820, including a processing unit 821, a system memory 822, and a system bus 823 that couples various system components including the system memory 822 to the processing unit 821. It should be noted however, that as mobile phones become more sophisticated, mobile phones are beginning to incorporate many of the components illustrated for conventional computer 820. Accordingly, with relatively minor adjustments, mostly with respect to input/output devices, the description of conventional computer 820 applies equally to mobile phones. The system bus 823 may be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. The system memory includes read only memory (ROM) 824 and random access memory (RAM) 825. A basic input/output system (BIOS) 826, containing the basic routines that help transfer information between elements within the computer 820, such as during start-up, may be stored in ROM 824.

The computer 820 may also include a magnetic hard disk drive 827 for reading from and writing to a magnetic hard disk 839, a magnetic disk drive 828 for reading from or writing to a removable magnetic disk 829, and an optical disc drive 830 for reading from or writing to removable optical disc 831 such as a CD-ROM or other optical media. The magnetic hard disk drive 827, magnetic disk drive 828, and optical disc drive 830 are connected to the system bus 823 by a hard disk drive interface 832, a magnetic disk drive-interface 833, and an optical drive interface 834, respectively. The drives and their associated computer-readable media provide nonvolatile storage of computer-executable instructions, data structures, program modules and other data for the computer 820. Although the exemplary environment described herein employs a magnetic hard disk 839, a removable magnetic disk 829 and a removable optical disc 831, other types of computer readable media for storing data can be used, including magnetic cassettes, flash memory cards, digital versatile discs, Bernoulli cartridges, RAMs, ROMs, and the like.

Program code means comprising one or more program modules may be stored on the hard disk 839, magnetic disk 829, optical disc 831, ROM 824 or RAM 825, including an operating system 835, one or more application programs 836, other program modules 837, and program data 838. A user may enter commands and information into the computer 820 through keyboard 840, pointing device 842, or other input devices (not shown), such as a microphone, joy stick, game pad, satellite dish, scanner, or the like. These and other input devices are often connected to the processing unit 821 through a serial port interface 846 coupled to system bus 823. Alternatively, the input devices may be connected by other interfaces, such as a parallel port, a game port or a universal serial bus (USB). A monitor 847 or another display device is also connected to system bus 823 via an interface, such as video adapter 848. In addition to the monitor, personal computers typically include other peripheral output devices (not shown), such as speakers and printers.

The computer 820 may operate in a networked environment using logical connections to one or more remote computers, such as remote computers 849 a and 849 b. Remote computers 849 a and 849 b may each be another personal computer, a server, a router, a network PC, a peer device or other common network node, and typically include many or all of the elements described above relative to the computer 820, although only memory storage devices 850 a and 850 b and their associated application programs 836 a and 836 b have been illustrated in FIG. 8. The logical connections depicted in FIG. 8 include a local area network (LAN) 851 and a wide area network (WAN) 852 that are presented here by way of example and not limitation. Such networking environments are commonplace in office-wide or enterprise-wide computer networks, intranets and the Internet.

When used in a LAN networking environment, the computer 820 can be connected to the local network 851 through a network interface or adapter 853. When used in a WAN networking environment, the computer 820 may include a modem 854, a wireless link, or other means for establishing communications over the wide area network 852, such as the Internet. The modem 854, which may be internal or external, is connected to the system bus 823 via the serial port interface 846. In a networked environment, program modules depicted relative to the computer 820, or portions thereof, may be stored in the remote memory storage device. It will be appreciated that the network connections shown are exemplary and other means of establishing communications over wide area network 852 may be used.

The present invention may be embodied in other specific forms without departing from its spirit or essential characteristics. The described embodiments are to be considered in all respects only as illustrative and not restrictive. The scope of the invention is, therefore, indicated by the appended claims rather than by the foregoing description. All changes which come within the meaning and range of equivalency of the claims are to be embraced within their scope. 

What is claimed is:
 1. A card set for playing a racing game, the card set comprising: a car card, wherein the car card represents the car to be used in the racing game; and a fuel card, wherein the fuel card represents fuel to more the car throughout the racing game.
 2. The card set of claim 1 further comprising an upgrade card, wherein the upgrade card allows an upgrade to the car.
 3. The card set of claim 1 further comprising a race card, wherein the race card indicates the race conditions.
 4. The card set of claim 1 further comprising a trick card, wherein the trick card indicates one of: a special ability; or a race condition.
 5. The card set of claim 1, wherein the car card includes an illustration.
 6. The card set of claim 1, wherein the car card includes a name.
 7. The card set of claim 6, wherein the name includes one of: Manta; Blue Tail; Stomper; Brood; Duces; Copperhead; Tomahawk; Piranha; Rattler; Panther; Dolphin; Sidewinder; Seraph; Excalibur; Diamondback; Raptor; Orca; or Phoenix.
 8. The card set of claim 1, wherein the car card includes a racing ability.
 9. The card set of claim 8, wherein the racing ability includes an integer between 0 and
 5. 10. The card set of claim 1, wherein the car card includes at least one fuel upgrade.
 11. A card set for playing a racing game, the card set comprising: a car card, wherein the car card represents the car to be used in the racing game; a fuel card, wherein the fuel card represents fuel to more the car throughout the racing game; an upgrade card, wherein the upgrade card allows an upgrade to the car; and a race card, wherein the race card indicates the race conditions.
 12. The card set of claim 11, wherein the upgrade card includes a bonus.
 13. The card set of claim 12, wherein the bonus includes an integer between 0 and
 3. 14. The card set of claim 11, wherein the race card includes a hazard rating.
 15. The card set of claim 11, wherein the race card includes a name.
 16. The card set of claim 15, wherein the name includes one of: Back Road; Back Road with Tracks; City Streets; City Streets with Bridge; Highway; Inland Port; Looping the Pit; Cowboy Express; Bored In Iowa; Rim of Atlanta; New York to Los Angeles; Beach Bum; China Road; Race for the Crown; European Tour; or Getting Hotter.
 17. A card set for playing a racing game, the system comprising: a car card, wherein the car card represents the car to be used in the racing game; a fuel card, wherein the fuel card represents fuel to more the car throughout the racing game; an upgrade card, wherein the upgrade card allows an upgrade to the car; a race card, wherein the race card indicates the race conditions; and a trick card, wherein the trick card indicates one of: a special ability; or a race condition.
 18. The system of claim 17, wherein the trick card includes a fuel cost.
 19. The system of claim 17, wherein the trick card includes a trick name.
 20. The system of claim 19, wherein the trick name includes at least one of: Ace in the hole Heavy GPS; Big Red Hammer; Caltrops; Bump; Drafting; Raised Drawbridge; Flat tire; Heavy fog; Heavy nitrous; Heavy police blockade; Heavy police pursuit; Heavy rain; Heavy snow; Heavy speed trap; Heavy traffic; Heavy wreck; Light fog; Light nitrous; Light police blockade; Light police pursuit; Light rain; Light snow; Light speed trap; Light wreck; Moderate fog; Moderate police blockade; Moderate police pursuit; Moderate rain; Moderate snow; Moderate speed trap; Moderate traffic; Light traffic; Moderate wreck; Monkey wrench; Pit maneuver; Police chopper; Radar detector; Road construction; Scanner; Simple GPS; Spike strip; Stole a cop car, HA#1; Stole a cop car, HA#2; Stole a cop car, HA#3; or Train tracks. 